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XCEngine/engine/third_party/physx/source/gpucommon/src/CUDA/updateCacheAndBound.cuh

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// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2025 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#ifndef __CU_UPDATE_CACHE_AND_BOUND_CUH__
#define __CU_UPDATE_CACHE_AND_BOUND_CUH__
#include "foundation/PxTransform.h"
#include "PxsTransformCache.h"
#include "PxgConvexConvexShape.h"
#include "geometry/PxGeometry.h"
namespace physx
{
static __device__ PxTransform getAbsPose(const PxTransform& body2World, const PxTransform& shape2Actor, const PxTransform& body2Actor)
{
PxTransform t0 = body2Actor.transformInv(shape2Actor);
return body2World.transform(t0);
}
static __device__ void setTransformCache(PxsCachedTransform* cacheArray, const PxTransform& transform, const PxU32 flags, const PxU32 index)
{
cacheArray[index].transform = transform;
cacheArray[index].flags = flags;
}
static __device__ PxVec3 basisExtent(const PxMat33& basis, const PxVec3& extent)
{
// extended basis vectors
const PxVec3 c0 = basis.column0 * extent.x;
const PxVec3 c1 = basis.column1 * extent.y;
const PxVec3 c2 = basis.column2 * extent.z;
PxVec3 w;
// find combination of base vectors that produces max. distance for each component = sum of abs()
w.x = PxAbs(c0.x) + PxAbs(c1.x) + PxAbs(c2.x);
w.y = PxAbs(c0.y) + PxAbs(c1.y) + PxAbs(c2.y);
w.z = PxAbs(c0.z) + PxAbs(c1.z) + PxAbs(c2.z);
return w;
}
static __device__ void updateBounds(const PxgShapeSim& shapeSim, const PxgShape* convexShapes, PxBounds3* boundsArray, const PxTransform& pose, const PxU32 index)
{
const PxBounds3& localBound = shapeSim.mLocalBounds;
PxBounds3& updatedBound = boundsArray[index];
switch (shapeSim.mShapeType)
{
case PxGeometryType::eSPHERE:
{
updatedBound.minimum = pose.p + localBound.minimum;
updatedBound.maximum = pose.p + localBound.maximum;
}
break;
case PxGeometryType::eCAPSULE:
{
const PxF32 radius = localBound.maximum.y;
const PxF32 halfHeight = localBound.maximum.x - radius;
const PxVec3 d = pose.q.getBasisVector0();
PxVec3 extents;
for (PxU32 ax = 0; ax < 3; ax++)
extents[ax] = PxAbs(d[ax]) * halfHeight + radius;
updatedBound.minimum = pose.p - extents;
updatedBound.maximum = pose.p + extents;
}
break;
case PxGeometryType::eBOX:
{
const PxVec3 halfExtents = localBound.maximum;
const PxVec3 extents = basisExtent(PxMat33(pose.q), halfExtents);
updatedBound.minimum = pose.p - extents;
updatedBound.maximum = pose.p + extents;
}
break;
case PxGeometryType::eCONVEXMESH:
{
const PxU32 hullIndex = shapeSim.mHullDataIndex;
if (hullIndex != 0xFFffFFff)
{
const PxgShape& shape = convexShapes[hullIndex];
PxMat33 rot(pose.q);
if (!shape.scale.isIdentity())
rot = rot * shape.scale.toMat33();
const PxU8* convexPtr = (PxU8*)shape.hullOrMeshPtr;
const uint4 tmp = *(((uint4*)convexPtr) + 1);
const float4* pVertices = reinterpret_cast<const float4*>(convexPtr + sizeof(uint4) + sizeof(float4) + sizeof(float4));
//const PxU32 polyData0_NbEdgesNbHullVerticesNbPolygons = tmp.x;
const PxU32 nbHullVertices = u16High(u32Low(tmp.x));//getNbHullVertices(polyData0_NbEdgesNbHullVerticesNbPolygons);
//PxU32 nb = shape.hullData->mNbHullVertices;
//const PxVec3* v = shape.hullData->getHullVertices();
PxVec3 minV = PxVec3(PX_MAX_F32);
PxVec3 maxV = PxVec3(-PX_MAX_F32);
for (PxU32 i = 0; i < nbHullVertices; ++i)
{
const float4 vf = pVertices[i];
const PxVec3 v = PxVec3(vf.x, vf.y, vf.z);
const PxVec3 vertexV = rot.transform(v);
minV = minV.minimum(vertexV);
maxV = maxV.maximum(vertexV);
}
//const Vec4V posV = Vec4V_From_Vec3V(V3LoadU(&pose.p.x));
maxV += pose.p;
minV += pose.p;
updatedBound.minimum = minV;
updatedBound.maximum = maxV;
}
else
{
//ML: this is for GPU incompatible type, which is hull vertices >64 and each hull polygon has vertices > 31
updatedBound = PxBounds3::transformFast(pose, localBound);
}
}
break;
default:
{
//This updates any dynamic meshes or HFs that may be attached to simulation shapes
updatedBound = PxBounds3::transformFast(pose, localBound);
}
break;
}
}
__device__ static inline void updateCacheAndBound(const PxTransform& absPos, const PxgShapeSim& shapeSim, PxU32 index,
PxsCachedTransform* cacheArray, PxBounds3* boundsArray, const PxgShape* shapes, bool isBP)
{
//TODO: port the transform flags
setTransformCache(cacheArray, absPos, 0, index);
if (isBP)
updateBounds(shapeSim, shapes, boundsArray, absPos, index);
}
}
#endif